Hey,
i´ve been a long time lurker in these forums and am continously amazed at the talent posting here.
In order to fill my portfolio i decided to build a P51-D WW2 Plane. All of the details including the bolts and the surface panels were modeled.
Click
here for high resolution
Wire:
Sheets:
Click
here for Higher Res
Modeled in Maya, rendered with mental ray.
14.517 Tris, 2x2048 Color, Normal and Spec.
Please give some critique.
Replies
lol.. first i thought.. Lxenonl .. whos that?!
thats some crazy nice model..
cool texture and nice render
top stuff
ps: more shots please!
for a minor crit, i don't think you've quite got the quality of the specular up to snuff with the finish quality of the rest of the piece; it's got a glossy, glassy sort of sheen to it like it's been covered in car paint, over and on top of all the really nice details/scuffing you've put into the texture.
if you've ever seen a P51-D in person, or should i say any airplane with that kind of metal fuselage, you'd notice that it throws a harsher, more metallic specularity. the top of the fuselage particularly, with the matte paint on it, should not be throwing white reflections. the whole reason they painted the top of the engine compartment olive drab or black was precisely to avoid any reflections into the pilot's eyes.
i know close to nothing about shaders and the like, so i can't really offer any help as far as that goes... but this should give you some idea of how you might tweak the material reads to be better, if you were so inclined. should be pretty minor to fix, and i think it'd improve the presentation of the piece because of how high quality it is overall, the little things draw attention to themselves.
let's get some more views of the model, too! the P51-D is such an elegantly shaped airplane.
Very nice! Bake that down to a low poly version you can actually use in game, and it'll be perfect.
[/ QUOTE ]
[ QUOTE ]
14.517 Tris
[/ QUOTE ]
sehr gut! Habe dir ja schon gesagt, was ich ver
Awesome work
Tumerboy: Why does he need to lower the poly count? 14k isn't that much these days at all. The project gotham games push over 100k per car. The textures need to be lowered in rez though, 2x1024 would be alot more reasonable. 2048 maps are fine in games these days if said textures are going to be right in the players face constantly, but 2 of them for a single model is just excessive.
Polycount and texture res wise, this is fine for next gen.
nice work tho! can't you show some different angles and a few detail shots?
Concerning texture resolution: I wanted all detail of the highpoly to show up in the normal map so i chose 2048. Would be no problem though to scale it down...
I´m going to do some more renders and post the flats after work...
Probably not going to be able to do some new renders today, trying to do them as soon as possible though.
I´m going to post some screens of the highres when i do the new renders.
Very good model.
I see some troubles in Normal map. Light directions are differ in in green channel for different patches:
And there's no padding on borders - mips will blend to black color on seams. So it will be buggy in game engine.
sorry for poor english.
Thanks for the issue with the channels,it was a problem with the geometry of the highpoly bolts. I just rebaked em.
Concerning padding: There actually is, i just have hidden the layer to better show the layout
Nice job, Simon! I hope your new position will be better than your last one.
It looks nice. Other people have already said what I would about the specifications for polygon count etc.
very nice model and render
Giving feedback on historical backgrounds is nice because in this case it had impact on the shading.
I´ve changed and adjusted the specmaps and the reflectivity so that the painted parts arent as bright and reflective and that that the damaged parts have less spec.
According to my refpics, the painted parts still have some spec/ref left so i didn´t tone it down entirely.
I´m going to try to add some ripples or a similar effect to change the "perfectly straight look" on the wing panels.
@MoP
I´m happy about every crit i can recieve, and as already stated, the texture size can easily be downscaled.
Click here for higher res
Click here for higher res
Click here for higher res